I could cook something for you and share on itch.
I need to implement the system in my game so i need to do it too.
You are on Godot ?
Posts by Azeru
The whole code for the test.
It's so smallπ Small victory in gamedev is always good to take.
RichText will be used a lot in my project so the less i write, the better the code is
Finished sanitize my code for RichText and create all interessant test set (Nothing special but i've all my thing functionnal)
It handle all the event via Callable (It will automacly handle the function we push via GDScript).
I don't need to handle manually the text now :D
#godot #gamedev #indiedev
lang can be use for custom font in case you want to ship into your native language and it is not ascii / iso-8859-X encoding (i use like HF1 a font for icon, it's funny until you have problem with alignment)
If you use RichTextEffect, use the function install_effect() before implementing in bbcode
Just few usefull thing to add and you might need (you need to activate BBCODE)
Fill align without Shenigan at the last word (Add at beginning)
[p align=fill jst=word,kashida,skip_last,skip_last_with_chars]
"opentype_features" can be use to add pretty good feature (Check Mozilla description)
Finished all my shenanigan with RichText. It's fully customisable via GDScript and BBCode, no need to add few thing manually, push a list of bbcode directive and it'll shove it in the text. If anyone need help, just ask :3
#godot #indiedev #gamedev
@godotengine.org
#godot
Serious rambling. When you give documentation for language on richtext, it would be wise to specify it is for font ONLY as specified on the changelog (godotengine.org/article/comp...)
The terms in the documentation for RichText is vague compared to changelog
Today i was messing with RichText and BBCODE for my project in godot.
On a simple function i can change all the BBCODE (Underline, color, ...) of a word of a RichText and set the justification
At least i can load a text and change the format directly in GDScript
#godot #gamedev #indiedev
It's very cloudy answer because there is no real golden standard... I hope it helped a bit
If you have questions on the programming part i can help but for the other part it is you and only you.
Take you time, think what you wantπ
Choice = load_scene (my text dialog from parser or csv)
If (choice == 1) {
load another scene
}
elif (choice == 2) {
Dialog end
}
else {
Error choice not found
}
In this "snippet" you load the scene with a specific dialogue and After the choice you load another one
This is the second phase.
How can i send info to my
dialog scene ?
You need 2 things.
Connector and text
Connector are the brain, if you have a choice, it will load the next text. It can be done simply by
You just need lorem ipsum text at this stage. Do not think of a parser or how the fuck the dialog will work. You will sort that after the front end of the dialog.
When you are done with congrats, you have done all the hard work.
After this step you need a parser
When you have sort ALL your idea.
Make the UI first, in a specific scene just for the dialogue (you will call this node in the main scene, it need to be separated)
Add each function in the dialog (dialog, sprite change, etc) but UI and functionality ( lile system via global variable for ex)
One note . There are few peculiar case like some visual novel which work with just smiley, they did implement text later because few player couldn't enjoy the game.
Think about YOUR dream dialog layout and what functionality will work around it and what kind of layout you want and work for your game
You can take your time and do some research.
I do like propose to test few game before implement ui design.
If you have not done yet you should try few genre like rpg, visual novel (adv and nvl), an action game and another one
Write what you like for each one and ta-da you have your "backbone"
The first question is what kind of dialogue do you want ?
Is it "linear" without choice ?
Do you have sprite modification between dialogue ?
do you have "point" system via dialogue (love / hate system for ex) ?
The first thing you need to sort is what kind of interaction you will have via dialog
It's a agile approach of kanban π
Break the biggest part into small, break it one more time.
Work on smaller part, when all the small implementation are done and tested, put it one the bigger one and test if they work well, rince and repeat from small to big feature.
It's a lot of work but it keep me in track for each feature, i'm the kind of guy to begin something without finishing another.
For exemple a radar feature will be split in component (ennemy track, ennemy visualisation, graphics, ...) and assemble together each step are test and optimised individualy
That pretty interesting.
I've pretty much the same but maybe a bit overkill for a solododev.
I split the kanban on differents board.
Game debug implementation <= Feature <= Specifics test implementation <= Component integration.
Each kanban are link like tree with a Pendung / WiP / Done
*and girls, i've 3 hours of sleep. Sorry π
Serious question.
What kind of workflow do you guys have ?
I'm from a IT perspective so Kanban is a nobrainer to keep thing up to date but i wonder if there is alternative π€
If you wanna share a pièce of software or a workflow like "from pencils to games"
#gamedev #indiedev #godot #unity
Need help for the dialogue system ?
It's not so difficult in general, i'm bored so i can help a bit π
After a good ol burnout, i'm back π
I'm cooking a game based on physics of a boulder.
All the grab mechanics is done via a simple click is done on 38 line.
If people struggle with this mechanics, i can make a how it's done(like prevent stuttering when the image is near the mouse)
#godot #gamedev
#indiedev #gamedev
Just finished the basics of the games.
It's time to cooked something nice in the next day π΅
It's hardly something that can be copyright.
It's a tutorial at most. You can use it as you want (Just do not sell the project i share for free π
)
A mention would be perfect and maybe post what you made with it on itchπ
And the exagerated one
I was working on it π
The biggest problem was to find the sweet spot.
I've made something which will match the "force" apply to the ball
Godot is a hell of headache for timer
I did some tweak and was able to add a tempo.
Maybe i should add a begin the "reformation" after it begin π
#gamedev #indiedev
If people wanna have a simple hover in GD Script.
I made a project for Godot 4
azerumaker.itch.io/hover-godot-44
I was making a small update on a hover.
Will try this afternoon :p